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Backends, Inputs: Made horizontal scroll wheel and horizontal scroll direction consistent accross backends/os. (#4019, #6096, #1463)
Documented assumptions.
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8
imgui.h
8
imgui.h
@ -23,7 +23,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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#define IMGUI_VERSION "1.89.3 WIP"
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#define IMGUI_VERSION_NUM 18925
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#define IMGUI_VERSION_NUM 18926
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#define IMGUI_HAS_TABLE
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/*
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@ -1968,7 +1968,7 @@ struct ImGuiIO
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IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
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IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
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IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
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IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
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IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
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IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
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IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
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IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
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@ -2018,8 +2018,8 @@ struct ImGuiIO
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// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
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ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
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float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
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float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
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float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
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bool KeyCtrl; // Keyboard modifier down: Control
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bool KeyShift; // Keyboard modifier down: Shift
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bool KeyAlt; // Keyboard modifier down: Alt
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